1. You are talking about ammo crates not boxes, right? Crates are two-handed items whereas boxes are one-handed. I can't reproduce the bug on the current 1.13 version. When I put a crate in the first hand the crate in the second hand is automatically dropped to the ground (sector inventory). You may have created a scenario where it wasn't possible to drop the second crate and therefore it stayed in inventory so you don't lose it.

2. Not a bug as both versions are grammatically correct.

3. I have never seen that bug before. My mercs wear sun goggles + extended ear or NV goggles + extended ear depending on time of day.

I've tried almost everything I can think of to fix this, except "Windowed Mode". Have to change desktop to 16bpp (?) color mode or something. I tried adding ddraw.dll, etc. from an old wined3d archive. It just crashes and the latest version doesn't even include a ddraw.dll. I've tried vsync on/off.

I purchased the game on Steam, didn't need to as I have the CD. Anyway, to get it to run I can install the "Stracciatella" mod. This is a vanilla game only as Stracciatella is not compatible with v1.13.

Additional Info:
An attack on this sector is going to happen very soon. The militia obviously use the items during that fight (you can hear the guns, after all).
After the battle the items will still be displayed.
Only entering the sector actually makes them disappear. Disabling "Militia_USE_SECTOR_EQUIPMENT" changes the results somewhat, but many items disappear anyway.
If you enter the sector before the battle, leave it, wait for the battle and use Auto-Resolve the militia will be using fists and get massacred.
Entering other sectors works fine, no item disappearances there.
Fighting the battle in the sector the helicopter is about to arrive at doesn't change this. I originally fought that battle and then moved the helicopter team
to Drassen before the SAM battle occurs. The results are the same whether you fight that battle or move on directly.
I only noticed this now, but I had been baffled before when during a defense of this SAM site militia decided to use Harsh Language as their weapon, as I had
put enough weapons there. At the time I thought there was too little ammunition or something. I'm pretty sure though that the bug must have happened before,
which would mean that it is tied to that location. It has been quite some time since then, though, so don't put too much stock in this.

I'm playing this game since it came out. A few year's (2015??) ago i've installed 1.13 with the release 7435 and update 7069 under Ubuntu /Wine. Respect, you made a great job.

I'm not sure what's wrong but there is a little problem. When i put a weaponlight with battery's on a rifle and switched ON, yeah it makes a great light in the night. When i switch it OFF, the game crash and closed.

seems like it's not possible to repair items stored in the hummer inventory. The repair assign is red as if there were no more items to repair.
Same is fine with items in the inventory of the ice cream truck. The Vehicles.xml is nearly identical for both vehicles so there may be a wrong behaviour in the code.

Version 7609 + AR.
Same behaviour with sevenfm's ja2_7609en+fix.exe and ja2_7609en+AI_r381.exe.

First off, I am not quite sure if this is the correct place to post this (since I use the WF map mod and I suspect that this is the cause of the bugs I noted), but I have a problem with some item wonkiness and ammo crates / ammo in general. Used the search function beforehand, found nothing.

1. Bug Description
Ammo does not reliably stack to crates or (sometimes) boxes. I have several ammo types that refuse to be converted to boxes or crates (i.e. a stack of 30rd 7.62x39mm AP), some 5.56x45mm tracer ammo that is converted to a lot of ammo boxes with 0 rounds and a single 30rd box, and I've had some ammo that would crash my game when used on a gun. It also appears as if it is not global, as in I have some ammo of a given type that goes into crates like it should whilst some of it does not get converted to crates. I've since deleted most of the "offending" ammo.

Additionally, the SHIFT+M key sometimes does not move a few items. I then have to pick them up manually to pile them on top of my item stack. They are not greyed out or booby trapped or anything, I can pick them up just fine via sector inventory. My item stack holds some 800 items by now (I'm a weapon hoarder), and last night someone seems to have booby trapped it - Merc complains, places blue flag, I have to disarm it - and as soon as I walk up to the pile again my merc complains again. The stuff is 100% repaired, so explosives with low % aren't the cause.

I also have 2 maps in Alma with 10x scopes that are nowhere on the map, yet are shown in sector inv and can't be picked up (greyed out). I've searched all over (GABBI & ALT+E included), but they are nowhere to be found.

2. Detailed steps to reproduce the bug
Not sure. Just play I guess and it will eventually happen?

3. If bug cannot be easily reproduced on a new game, upload the savegame to a file hoster.
Uploading is no problem when needed, just tell me and I'll do it.

4. Any mods & its version running on top of 1.13?
Basic 1.13 mod (7609) on top of a 1.12 Gold install with the current Wildfire 6.07 map mod.

I would have posted this in the relevent mod thread, but it seems as if there is none for just the map mod. Please correct me if I am wrong.

EDIT: Actually, I just realized that I did not execute the 7609 patch after downloading. I'll leave this post intact so that those who know the game's code can decide whether or not it is still relevant given the missed patch.

[Updated on: Thu, 08 June 2017 15:05]

No trees were harmed in the sending of this message. However, a large number of electrons were terribly inconvenienced.

Playing latest steam version in 1.13.
I guess this is a common Bug: There are a few Items; 12 pieces, wich might be the gear of a dismissed merc, in some of my cleared sectors wich always adds again to the inventory list, whenever i leave inv. and open it again.
Is there a way to fix this, or do i need to deal with it?

JA2 1.13 on Steam? Only valid sources for 1.13 are the old 7609 stable release and Depri's SCIs of the development trunk. 1.13 can also be downloaded directly from the SVN repository but most players don't use that option.

If you're using the old 7609 release you may be out of luck in regards to bug fixes. Only Sevenfm still works with the old code for mod compatibility reasons. All other coders only work with the current development code.
The problem you describe is unknown to me so I can't give you an advise how to fix it.

I can confirm there's a random item duplication bug in map screen inventory, appears to happen when closing and reopening the inventory screen. Results in appending a bunch of random items from a random recently loaded sector to the inventory pool that was last closed. It seems to be semi-reproducible, but that tends to be random as well - sometimes I could get it to work after loading the same game or repeating some actions, sometimes it would go away. Seems to happen more often when player controlled vehicles are involved.

I've looked but wasn't able to track down this bug. Code up to the point where inventory was saved after closing looked to do what it was supposed to, I got the impression the bug might be in whatever is loading the inventory pool, probably reading too far or getting confused on corrupt data.

So, started anew with a couple different options. For one, I disabled the Food system. When I came to Cambria last time and could only find half eaten food at Keith's shop I was not particularly happy (the Bar did not have an actual NPC trader). Also, having no fresh water in Chitzena or the D2 Sam Site was very annoying.

This run has been interesting as well:
-One of my IMPs somehow gained 5 levels and a whole bunch of other points while in transit after being created. When he arrived he was somehow level one again with lots of half filled stat leveling gauges - and became level six while moving in a hostile sector (left Omerta sector, he arrived in the right one).
-After a bout of extreme fighting the merc who fought will occasionally behave very strangely, standing up or crouching down, stopping movement etc. It's as if a generic AI from one of Kingpins men has been added to him (resolves itself very quickly, possibly already after leaving the sector).
-Sometimes Kingpins men become aggroed without provocation, possibly related to extreme fighting bouts.
-Angel was missing when I saved Maria. I don't quite remember if I fixed this by loading an earlier save or waiting even longer, but I think I had to reload.
-Funny exploit: Any attachment already on a weapon in Tonys shop can be gained for free an infinite amount of times. I'm not quite sure free from memory, but I think it worked by examining (right clickling for details) the weapon and then the attachment. After that the attachment could be removed and placed in your own inventory, but it would also reappear on the weapon. Sudden thought - could I use this to replicate holographic sights by selling one weapon to Tony and then doing this? Also, infinite money incoming...
-Occasionally militia might initiate a hand to hand attack against an enemy - from a dozen or so tiles away - and hit. Game continues without problems afterwards...
-The Spy trait can be exploited very easily - throwing grenades at soldiers does not count as a suspicious action and neither does shooting from the hip.
-The game crashes when entering the same battle twice. What I mean is you encounter enemies and go to the tactical screen, and e.g. an ambush kills your team so you reload. You enter the sector again, go to tactical - and it crashes. This can be prevented by reloading the game and entering another sector (as in, not actually sending your team elsewhere, but simply just going to the tactical view of another sector even if nobody is there).
-And again - weapons in the D2 Sam Site vanish when using the option to equip militia from the sector inventory, which is why I stopped the last run to begin with. I think I'll try an 8xxx build next.

Also, would it be possible (maybe it's already done in a newer build) to somehow split the damage from explosives in the ini so that health damage can be increased independently from breath damage? I like grenades with more of an oomph (I wouldn't want to stand next to one that explodes, and while complete lethality might be a bit too op it should at least do significant damage). However, it's not so much fun when a mustard gas grenade lands on your merc and you can't even put on your gas mask when it's your turn because they fall from 95 breath points to 0.

Weather bug? When it is raining all mercs and enemies sight is greatly reduced. The funny thig that it is reduced inside buildings also, same as outside... but there is no rain inside and the sight range must be the same as during daylight if there is a lights on inside the buildings. My mercs sight only 2-3 tiles away during rain in the night inside building =(

BTW I think it is a good idea to add this future to the game - possibility to switch on/off lights inside the buildings. Good for an ambush or to reveal an ambush as this will greatly reduce/increase sight range inside the buildings during night time or on underground levels.

Reduced vision during weather is intentional. To alter the size of reduction or completely remove it, see VISUAL_DISTANCE_DECREASE_RAIN etc..
As I have no intention to complicate the code according to how much of the sight line is inside and how much outside, this will stay this way.

Scratch that. You play with 7609, not sure whether there were ini values in there for that (though I assume so).

We had the idea to turn off lights after, say, the player damages a town's generator before. Funnily enough, at least turning lights in a map on/off via lua has been able since 2008, and likely before (for those interested, see lua_env.cpp etc.). It's just that as usual, nobody bothered to write an example or document how the hell this is supposed to be called, and I'm currently too pissed at that to debug the stupidity that is our lua crapfest.

[Updated on: Mon, 14 August 2017 22:06]

Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Sorry for the late reply. It has happened to me too, so i am not using the flashlight combo. I also think that the light beam gives away the soldier's position. It is much better to use night vision goggles and a LAM-200. I am sorry that i cannot offer any real solution except to try the above method.

Dunno if this is the right place, but here's a couple of bugs concerning the vanilla.ini of the latest official 1.13 release:

1. Skyrider does not refuel and completely stops working unless you activate the alternate refuel system in the .ini before he ran out of fuel.
2. Facilities.xml is missing entries to train militia at SAM sites, making you unable to train defenders there unless you edit the xml yourself.
3. Hamous is invincible: He has a weird hat icon on his mercenary portrait which results in him not being recognized as an enemy by Deidranna's forces, even if he shoots them right in the head in front of everybody. In order to even engage enemy forces, Hamous has to engage turn-based combat by hitting d, then shoot all the helpless enemies. If anyone knows how to get rid of this behavior, please tell me how.
4. Camo-kits only give 5% camo max.
5. Rod& Spring doesn't lower AP costs of shooting the modified weapon, but rather increases the amount of bullets you're able to fire in full auto mode (haven't tested burst fire weapons, yet).
6. Weapons that used to feature burst fire in the original game like the M14, FN-FAL and G3A3 (probably more) don't do so anymore in JA2 Vanilla. Their weapon stats don't reflect vanilla either (damage or range for a lot of weapons is off).
7. A lot of mercs (Razor and Haywire for example) are not able to detect their own rigged TNT charges past 20-30 points into the explosives skill anymore. They don't even get the dialogue of finding a booby trap, they just try to pick up the TNT and blow up. I'm pretty sure I trained them this way in pre-1.13 versions of the game.

I haven't played 1.13 in a long time, and most likely never will play it again, so it's hard for me to tell which of these bugs are incompatible 1.13 settings that somehow don't work with vanilla, I just suspect the Skyrider bug to be one. Hamous also seems to be something that's caused by the new trait system, since the hat he wears on his portrait seems to point at some kind of stealth mechanic that disguises him as a civilian.

If anyone has an idea how to fix any of these problems by adjusting the .ini or something else, I'm all ears.

Luke, the 1.13 is so much more than the vanilla game. It may feel a little weird at first but eventually you will get addicted . It took me some time to understand some things and appreciate them.

Make sure the option that shows the skills on the mugshots is enabled. It's in the INI.Editor. That solves some mysteries such as the problem with Haywire and Razor. Mercs with the technician/engineer and demolitions skill, are much more proficient at disarming traps. Also some personality traits can humper them. For example, Conrad and Raider (not sure if it's both or one of them) have that trait that lowers their chance to detect traps .Don't remember what it's called though.

In a similar fashion, mercs with the auto weapons or machinegunner skills are better at using burst or auto fire. Same rule applies for sniper/marksman, Ranger/hunter who are bettet with rifles/sniper rifles than the rest, and so on. In short, use the right man for the job.

The matter of camouflage : the camo kits, as in real life are used to cover the face and the hands, hence the 5% camo. But fear not. Bobby Ray is selling 3 piece ghillie suits, which when applied over, say, Dyneema armor (same specs as Spectra armor but lighter),they'll give you over 80% camp. Add the black vest which is completely configurable and the leg rigs, also configurable and your camo hits 100%. Woodland only though. It works for me because within cities you can camp around buildings and set up ambushes . Camo is not that useful in the cities as it is in the countryside.

Rod + Spring : I loved it in vanilla getting my FN_Fals down to 4 points. Beautiful ! In 1.13 they are good only for auto weapons/machinegunner mercs. The rest are better off with the FN-ScarH or HK 417 or whatever your favorite assault rifle is as long as it's sporting a Trigger Group. IF you play sci-fi mode you get trigger groups(Bobby Ray's and drops), they make your burst fire a standard 3-round burst. No more wasting ammo. What lowers your ap though is the Reflex Sight or whatever it's called. The attachment that gets in the middle upper slot on assault rifles. Combine them and it's better than the vanilla rod + spring .The trigger group can turn even the Mini-14 to a carbine with a burst. Add cold ammo and a silencer and your night ops people can do quite some undetected killing.

You probably know all of that already but i figured i'd add my 2 cents, just in case

I'm talking about the Vanilla.ini which I like best because I'm not into JA2 because of guns and how realistic the game is.
I like myself a little tactics game with charming characters and great voice acting that puts some life into them.
The way 1.13 is right now, it's a real life war simulator that is made for people who like to micro manage all day, and care about realistic representation of combat situations and tools.

I don't like any of that. I don't care if rod&spring+FN-FAL or psycho+automatic weapons are busted. All I want is to replay the base game every 6-12 month with added quality of life and bug fixes, pick up a team of mercs I haven't played with yet, and listen to all the funny dialogue and experience the new situations I'm put in.
Couple of years ago 1.13 was good for that, but nowadays I have to sift through the 1.13 ini for 3 hours to get what I want and then I end up with a weird game because everything is balanced towards the new AP system, and I get pissed.

To each their own and I don't dislike you for liking 1.13, but I just can't get warm with it and that's why having a functional vanilla.ini is something I really care about.

Btw. I just installed SCI_Unstable_Revision_8468_on_GameDir_2385 and it crashes after the Sirtech into cinematic when I select the vanilla.ini, starts up normally on 1.13 though. Don't know if I did anything wrong. I just extracted the zip into the game directory and started from the ini editor.